Thank You For Playing

Amateur game design for the technically impaired

Posts Tagged ‘game

Interview with Nicklas “Nifflas” Nygren – Creator of Knytt Stories and Within a Deep Forest

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knytt-small2.jpgAnyone who has read just about any one of our posts knows that we’re big Nifflas fans, so it was a great honor when he agreed to be interviewed. I won’t bog you down with a bunch of blah blah blah, since you’re obviously here to see what Nifflas has to say, but it is tempting. I could rant for paragraphs about this; however, I guess I’ll just go with the following.

 

Thank you, Nifflas, for participating, and thank you, visitors, for reading.

 

“It actually took me around 7 years to realize I should keep my projects small.”

 

Nicklas Nygren was born in 1983 in Gävle, Sweden. Today he lives in Umeå, working with the intellectually handicapped at a newspaper. His game portfolio includes Knytt Stories and Within a Deep Forest.

 

You’ve done a wide range of work for your projects, including visual and audio art, besides the general design and engine creation. Is that a result of the difficulty of finding other people or are you just passionate about the entire gamut of game creation? Do you find it easier or more difficult to bring in outsider help as you become more well known?

 

It’s pretty easy to find help as long as you can convince people that you will actually finish your game. The thing is just that I like the graphics and music creation process so much that I want to do a lot of it myself. However, as you can see in the credits list of all my games, I’ve got tons of help as well.

 

About how much time do you spend working through the different aspects of game creation? How much time do you spend, for example, on level design as compared to the visual art?

 

The different aspects are very closely connected to me, when I do all those things in a rather random way. I often create graphics at the same time as designing the level by jumping back and fourth between Photoshop and the level editor. The same goes for music as well. By this reason, it’s quite hard for me to estimate how much time I spend for each thing, but I guess I spend more or less an equal amount of time on each thing.

 

Is there some overarching philosophy you follow when designing games? Something to guide you as you create?

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Written by justindopiriak

March 26, 2008 at 6:33 pm

Puzzle Scramble

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Puzzle Scrambler

Here’s a quick one…
I have always been a fan of procedurally generated content; Diablo, Nethack, Dwarf Fortress. This idea is simple: to construct a procedurally generated puzzle game which constantly evolves and challenges the player.The puzzles will be simple, generated by predetermined algorithms. Some of the puzzles could be as simple as figuring out the next number in a sequence, to analyzing patterns in shapes. The objective would be to navigate through the maze of puzzles as quickly as possible. Each sequential level will include more puzzles, timers, harder puzzles and more variety.

Graphics:
I am thinking that by having this game text only would add more of a hardcore puzzle feel to it. Graphics would perhaps detract from the game play. Navigating menus through text and typing answers manually would give it sort of a “hacker feel.” Perhaps the story could include something of that connotation.

Puzzle Scramble

If you haven’t noticed this game is semi-inspired by Professor Layton and would be playing in a similar way.

Here are some examples of sequence puzzles that I had in mind.

http://www.puzz.com/lloydkingpuzzles.html
http://www.research.att.com/~njas/sequences/Spuzzle.html
http://brainden.com/number-puzzles.htm

Written by brunokruse

March 8, 2008 at 2:14 am

Clearcross

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clearcross-copy.png

Every week Justin and I each post an original game idea. Today I am going to tell you about Clearcross, a puzzle game that attempts to be as easy as possible to learn but still remain challenging. Clearcross is a puzzle game in its most basic format. Clearing lines of orbs until the game board is gone.

clearacrossgamebaord1.png

 

The rules are simple: Click on any of the orbs to remove the corresponding orbs vertically and horizontally (across the board) from the chosen orb. The objective is to clear the board in the fewest number of turns possible. Each board could have a par as suggested by the creator. Be careful and plan ahead, eliminating an incorrect orb may cause gaps in the board causing you to use more moves.

 

The art direction would be minimal to keep focus on the simplicity of the game. I know music is a vital part of games, but perhaps it would be better to skip the music and add subtle sound effects instead. This would not distract from the game play and still offer tactile responses to clearing orbs.

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Written by brunokruse

February 29, 2008 at 4:04 am